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<h1>PVRTTrans.h</h1><a href="PVRTTrans_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 <span class="comment">/******************************************************************************</span>
00002 <span class="comment"></span>
00003 <span class="comment"> @File         PVRTTrans.h</span>
00004 <span class="comment"></span>
00005 <span class="comment"> @Title        PVRTTrans</span>
00006 <span class="comment"></span>
00007 <span class="comment"> @Version      </span>
00008 <span class="comment"></span>
00009 <span class="comment"> @Copyright    Copyright (C)  Imagination Technologies Limited.</span>
00010 <span class="comment"></span>
00011 <span class="comment"> @Platform     ANSI compatible</span>
00012 <span class="comment"></span>
00013 <span class="comment"> @Description  Set of functions used for 3D transformations and projections.</span>
00014 <span class="comment"></span>
00015 <span class="comment">******************************************************************************/</span>
00016 <span class="preprocessor">#ifndef _PVRTTRANS_H_</span>
00017 <span class="preprocessor"></span><span class="preprocessor">#define _PVRTTRANS_H_</span>
00018 <span class="preprocessor"></span>
00019 
00020 <span class="comment">/****************************************************************************</span>
00021 <span class="comment">** Typedefs</span>
00022 <span class="comment">****************************************************************************/</span>
00023 <span class="keyword">typedef</span> <span class="keyword">struct </span><a class="code" href="structPVRTBOUNDINGBOX__TAG.html">PVRTBOUNDINGBOX_TAG</a>
00024 {
00025     <a class="code" href="structPVRTVECTOR3f.html">PVRTVECTOR3</a> <a class="code" href="structPVRTBOUNDINGBOX__TAG.html#o0">Point</a>[8];
00026 } <a class="code" href="structPVRTBOUNDINGBOX__TAG.html">PVRTBOUNDINGBOX</a>, *<a class="code" href="structPVRTBOUNDINGBOX__TAG.html">LPPVRTBOUNDINGBOX</a>;
<a name="l00027"></a><a class="code" href="structPVRTBOUNDINGBOX__TAG.html">00027</a> 
00028 <span class="comment">/****************************************************************************</span>
<a name="l00029"></a><a class="code" href="structPVRTBOUNDINGBOX__TAG.html#o0">00029</a> <span class="comment">** Functions</span>
00030 <span class="comment">****************************************************************************/</span>
00031 
00032 <span class="comment">/*!***************************************************************************</span>
00033 <span class="comment"> @Function          PVRTBoundingBoxCompute</span>
00034 <span class="comment"> @Output            pBoundingBox</span>
00035 <span class="comment"> @Input             pV</span>
00036 <span class="comment"> @Input             nNumberOfVertices</span>
00037 <span class="comment"> @Description       Calculate the eight vertices that surround an object.</span>
00038 <span class="comment">                    This "bounding box" is used later to determine whether</span>
00039 <span class="comment">                    the object is visible or not.</span>
00040 <span class="comment">                    This function should only be called once to determine the</span>
00041 <span class="comment">                    object's bounding box.</span>
00042 <span class="comment">*****************************************************************************/</span>
00043 <span class="keywordtype">void</span> <a class="code" href="PVRTTrans_8h.html#a2">PVRTBoundingBoxCompute</a>(
00044     <a class="code" href="structPVRTBOUNDINGBOX__TAG.html">PVRTBOUNDINGBOX</a>     * <span class="keyword">const</span> pBoundingBox,
00045     <span class="keyword">const</span> <a class="code" href="structPVRTVECTOR3f.html">PVRTVECTOR3</a>   * <span class="keyword">const</span> pV,
00046     <span class="keyword">const</span> <span class="keywordtype">int</span>           nNumberOfVertices);
00047 
00048 <span class="comment">/*!***************************************************************************</span>
00049 <span class="comment"> @Function          PVRTBoundingBoxComputeInterleaved</span>
00050 <span class="comment"> @Output            pBoundingBox</span>
00051 <span class="comment"> @Input             pV</span>
00052 <span class="comment"> @Input             nNumberOfVertices</span>
00053 <span class="comment"> @Input             i32Offset</span>
00054 <span class="comment"> @Input             i32Stride</span>
00055 <span class="comment"> @Description       Calculate the eight vertices that surround an object.</span>
00056 <span class="comment">                    This "bounding box" is used later to determine whether</span>
00057 <span class="comment">                    the object is visible or not.</span>
00058 <span class="comment">                    This function should only be called once to determine the</span>
00059 <span class="comment">                    object's bounding box.</span>
00060 <span class="comment">                    Takes interleaved data using the first vertex's offset</span>
00061 <span class="comment">                    and the stride to the next vertex thereafter</span>
00062 <span class="comment">*****************************************************************************/</span>
00063 <span class="keywordtype">void</span> <a class="code" href="PVRTTrans_8h.html#a3">PVRTBoundingBoxComputeInterleaved</a>(
00064     <a class="code" href="structPVRTBOUNDINGBOX__TAG.html">PVRTBOUNDINGBOX</a>     * <span class="keyword">const</span> pBoundingBox,
00065     <span class="keyword">const</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> * <span class="keyword">const</span> pV,
00066     <span class="keyword">const</span> <span class="keywordtype">int</span>           nNumberOfVertices,
00067     <span class="keyword">const</span> <span class="keywordtype">int</span>           i32Offset,
00068     <span class="keyword">const</span> <span class="keywordtype">int</span>           i32Stride);
00069 
00070 <span class="comment">/*!******************************************************************************</span>
00071 <span class="comment"> @Function          PVRTBoundingBoxIsVisible</span>
00072 <span class="comment"> @Output            pNeedsZClipping</span>
00073 <span class="comment"> @Input             pBoundingBox</span>
00074 <span class="comment"> @Input             pMatrix</span>
00075 <span class="comment"> @Return            TRUE if the object is visible, FALSE if not.</span>
00076 <span class="comment"> @Description       Determine if a bounding box is "visible" or not along the</span>
00077 <span class="comment">                    Z axis.</span>
00078 <span class="comment">                    If the function returns TRUE, the object is visible and should</span>
00079 <span class="comment">                    be displayed (check bNeedsZClipping to know if Z Clipping needs</span>
00080 <span class="comment">                    to be done).</span>
00081 <span class="comment">                    If the function returns FALSE, the object is not visible and thus</span>
00082 <span class="comment">                    does not require to be displayed.</span>
00083 <span class="comment">                    bNeedsZClipping indicates whether the object needs Z Clipping</span>
00084 <span class="comment">                    (i.e. the object is partially visible).</span>
00085 <span class="comment">                    - *pBoundingBox is a pointer to the bounding box structure.</span>
00086 <span class="comment">                    - *pMatrix is the World, View &amp; Projection matrices combined.</span>
00087 <span class="comment">                    - *bNeedsZClipping is TRUE if Z clipping is required.</span>
00088 <span class="comment">*****************************************************************************/</span>
00089 <span class="keywordtype">bool</span> <a class="code" href="PVRTTrans_8h.html#a4">PVRTBoundingBoxIsVisible</a>(
00090     <span class="keyword">const</span> <a class="code" href="structPVRTBOUNDINGBOX__TAG.html">PVRTBOUNDINGBOX</a>   * <span class="keyword">const</span> pBoundingBox,
00091     <span class="keyword">const</span> <a class="code" href="classPVRTMATRIXf.html">PVRTMATRIX</a>        * <span class="keyword">const</span> pMatrix,
00092     <span class="keywordtype">bool</span>                    * <span class="keyword">const</span> pNeedsZClipping);
00093 
00094 <span class="comment">/*!***************************************************************************</span>
00095 <span class="comment"> @Function Name     PVRTTransformVec3Array</span>
00096 <span class="comment"> @Output            pOut                Destination for transformed vectors</span>
00097 <span class="comment"> @Input             nOutStride          Stride between vectors in pOut array</span>
00098 <span class="comment"> @Input             pV                  Input vector array</span>
00099 <span class="comment"> @Input             nInStride           Stride between vectors in pV array</span>
00100 <span class="comment"> @Input             pMatrix             Matrix to transform the vectors</span>
00101 <span class="comment"> @Input             nNumberOfVertices   Number of vectors to transform</span>
00102 <span class="comment"> @Description       Transform all vertices [X Y Z 1] in pV by pMatrix and</span>
00103 <span class="comment">                    store them in pOut.</span>
00104 <span class="comment">*****************************************************************************/</span>
00105 <span class="keywordtype">void</span> <a class="code" href="PVRTTrans_8h.html#a5">PVRTTransformVec3Array</a>(
00106     <a class="code" href="structPVRTVECTOR4f.html">PVRTVECTOR4</a>         * <span class="keyword">const</span> pOut,
00107     <span class="keyword">const</span> <span class="keywordtype">int</span>           nOutStride,
00108     <span class="keyword">const</span> <a class="code" href="structPVRTVECTOR3f.html">PVRTVECTOR3</a>   * <span class="keyword">const</span> pV,
00109     <span class="keyword">const</span> <span class="keywordtype">int</span>           nInStride,
00110     <span class="keyword">const</span> <a class="code" href="classPVRTMATRIXf.html">PVRTMATRIX</a>    * <span class="keyword">const</span> pMatrix,
00111     <span class="keyword">const</span> <span class="keywordtype">int</span>           nNumberOfVertices);
00112 
00113 <span class="comment">/*!***************************************************************************</span>
00114 <span class="comment"> @Function          PVRTTransformArray</span>
00115 <span class="comment"> @Output            pTransformedVertex  Destination for transformed vectors</span>
00116 <span class="comment"> @Input             pV                  Input vector array</span>
00117 <span class="comment"> @Input             nNumberOfVertices   Number of vectors to transform</span>
00118 <span class="comment"> @Input             pMatrix             Matrix to transform the vectors</span>
00119 <span class="comment"> @Input             fW                  W coordinate of input vector (e.g. use 1 for position, 0 for normal)</span>
00120 <span class="comment"> @Description       Transform all vertices in pVertex by pMatrix and store them in</span>
00121 <span class="comment">                    pTransformedVertex</span>
00122 <span class="comment">                    - pTransformedVertex is the pointer that will receive transformed vertices.</span>
00123 <span class="comment">                    - pVertex is the pointer to untransformed object vertices.</span>
00124 <span class="comment">                    - nNumberOfVertices is the number of vertices of the object.</span>
00125 <span class="comment">                    - pMatrix is the matrix used to transform the object.</span>
00126 <span class="comment">*****************************************************************************/</span>
00127 <span class="keywordtype">void</span> <a class="code" href="PVRTTrans_8h.html#a6">PVRTTransformArray</a>(
00128     <a class="code" href="structPVRTVECTOR3f.html">PVRTVECTOR3</a>         * <span class="keyword">const</span> pTransformedVertex,
00129     <span class="keyword">const</span> <a class="code" href="structPVRTVECTOR3f.html">PVRTVECTOR3</a>   * <span class="keyword">const</span> pV,
00130     <span class="keyword">const</span> <span class="keywordtype">int</span>           nNumberOfVertices,
00131     <span class="keyword">const</span> <a class="code" href="classPVRTMATRIXf.html">PVRTMATRIX</a>    * <span class="keyword">const</span> pMatrix,
00132     <span class="keyword">const</span> VERTTYPE      fW = <a class="code" href="PVRTFixedPoint_8h.html#a25">f2vt</a>(1.0f));
00133 
00134 <span class="comment">/*!***************************************************************************</span>
00135 <span class="comment"> @Function          PVRTTransformArrayBack</span>
00136 <span class="comment"> @Output            pTransformedVertex</span>
00137 <span class="comment"> @Input             pVertex</span>
00138 <span class="comment"> @Input             nNumberOfVertices</span>
00139 <span class="comment"> @Input             pMatrix</span>
00140 <span class="comment"> @Description       Transform all vertices in pVertex by the inverse of pMatrix</span>
00141 <span class="comment">                    and store them in pTransformedVertex.</span>
00142 <span class="comment">                    - pTransformedVertex is the pointer that will receive transformed vertices.</span>
00143 <span class="comment">                    - pVertex is the pointer to untransformed object vertices.</span>
00144 <span class="comment">                    - nNumberOfVertices is the number of vertices of the object.</span>
00145 <span class="comment">                    - pMatrix is the matrix used to transform the object.</span>
00146 <span class="comment">*****************************************************************************/</span>
00147 <span class="keywordtype">void</span> <a class="code" href="PVRTTrans_8h.html#a7">PVRTTransformArrayBack</a>(
00148     <a class="code" href="structPVRTVECTOR3f.html">PVRTVECTOR3</a>         * <span class="keyword">const</span> pTransformedVertex,
00149     <span class="keyword">const</span> <a class="code" href="structPVRTVECTOR3f.html">PVRTVECTOR3</a>   * <span class="keyword">const</span> pVertex,
00150     <span class="keyword">const</span> <span class="keywordtype">int</span>           nNumberOfVertices,
00151     <span class="keyword">const</span> <a class="code" href="classPVRTMATRIXf.html">PVRTMATRIX</a>    * <span class="keyword">const</span> pMatrix);
00152 
00153 <span class="comment">/*!***************************************************************************</span>
00154 <span class="comment"> @Function          PVRTTransformBack</span>
00155 <span class="comment"> @Output            pOut</span>
00156 <span class="comment"> @Input             pV</span>
00157 <span class="comment"> @Input             pM</span>
00158 <span class="comment"> @Description       Transform vertex pV by the inverse of pMatrix</span>
00159 <span class="comment">                    and store in pOut.</span>
00160 <span class="comment">*****************************************************************************/</span>
00161 <span class="keywordtype">void</span> <a class="code" href="PVRTTrans_8h.html#a8">PVRTTransformBack</a>(
00162     <a class="code" href="structPVRTVECTOR4f.html">PVRTVECTOR4</a>         * <span class="keyword">const</span> pOut,
00163     <span class="keyword">const</span> <a class="code" href="structPVRTVECTOR4f.html">PVRTVECTOR4</a>   * <span class="keyword">const</span> pV,
00164     <span class="keyword">const</span> <a class="code" href="classPVRTMATRIXf.html">PVRTMATRIX</a>    * <span class="keyword">const</span> pM);
00165 
00166 <span class="comment">/*!***************************************************************************</span>
00167 <span class="comment"> @Function          PVRTTransform</span>
00168 <span class="comment"> @Output            pOut</span>
00169 <span class="comment"> @Input             pV</span>
00170 <span class="comment"> @Input             pM</span>
00171 <span class="comment"> @Description       Transform vertex pV by pMatrix and store in pOut.</span>
00172 <span class="comment">*****************************************************************************/</span>
00173 <span class="keywordtype">void</span> <a class="code" href="PVRTTrans_8h.html#a9">PVRTTransform</a>(
00174     <a class="code" href="structPVRTVECTOR4f.html">PVRTVECTOR4</a>         * <span class="keyword">const</span> pOut,
00175     <span class="keyword">const</span> <a class="code" href="structPVRTVECTOR4f.html">PVRTVECTOR4</a>   * <span class="keyword">const</span> pV,
00176     <span class="keyword">const</span> <a class="code" href="classPVRTMATRIXf.html">PVRTMATRIX</a>    * <span class="keyword">const</span> pM);
00177 
00178 
00179 <span class="preprocessor">#endif </span><span class="comment">/* _PVRTTRANS_H_ */</span>
00180 
00181 <span class="comment">/*****************************************************************************</span>
00182 <span class="comment"> End of file (PVRTTrans.h)</span>
00183 <span class="comment">*****************************************************************************/</span>
00184 
</pre></div><br>
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